Hi Guys,
I'm having a bit of a problem with my current adventuring group. We are all quite big role players and prefer the feel that 1E gave that it was your skill as an indvidual and not that of your charecter that mattered but have grown so use to the superior rule set of V3.5 could never imagine reverting to the 1E rule set, what do we do?
The idea I've been playing with is using 1/2E Modules (keep on the borderlands, Temple of Elemental evil) but using 3rd Edtion Rules with some House Rule modifications as per below.
1. Removing all Social skills such as Diplomacy, Bluff, Sense Motive and making it somthing that would need to be role played and then let the DM determine how the npc acts apropriatly.
2. Removing Disable Trap as a skill from the game. I feel the group should figure out how the trap works and disable it apropriatly e.g 10ft poles vs Pit Falls. I am unsure if i would need to give the rogue class some kind of benefit to account for this but I dont think i do.
3. You are only allowed to attempt a skill a maxium of 3 times e.g picking a lock, searching e.t.c before it becomes imposible for you to do it. I may raise the dc by 2 each attempt. It anoys me that skill chalenges are irrelvant as they can just keep rolling till infinity.
4. Replacing most save vs poison or die effects with more apropriate diseases / poisons e.g heavy (and im talking d6+1) stat minus that can accumulate to death. E.g get poisioned by 3 different plants and you could end up losing 21 con and dieing! (more of a 1E to 3E one here!)
5. Keeping Marching orders and making sure they map dungeons or ensuring they keep watch whilst sleeping. Really just trying to put the role play elemenats that came easy with 1E back into a much easier to use 3E class and balance concept
Do you think this could work guys? Has anyone tryed somthing similar / Has any advice?
Thanks in Advance!
I'm having a bit of a problem with my current adventuring group. We are all quite big role players and prefer the feel that 1E gave that it was your skill as an indvidual and not that of your charecter that mattered but have grown so use to the superior rule set of V3.5 could never imagine reverting to the 1E rule set, what do we do?
The idea I've been playing with is using 1/2E Modules (keep on the borderlands, Temple of Elemental evil) but using 3rd Edtion Rules with some House Rule modifications as per below.
1. Removing all Social skills such as Diplomacy, Bluff, Sense Motive and making it somthing that would need to be role played and then let the DM determine how the npc acts apropriatly.
2. Removing Disable Trap as a skill from the game. I feel the group should figure out how the trap works and disable it apropriatly e.g 10ft poles vs Pit Falls. I am unsure if i would need to give the rogue class some kind of benefit to account for this but I dont think i do.
3. You are only allowed to attempt a skill a maxium of 3 times e.g picking a lock, searching e.t.c before it becomes imposible for you to do it. I may raise the dc by 2 each attempt. It anoys me that skill chalenges are irrelvant as they can just keep rolling till infinity.
4. Replacing most save vs poison or die effects with more apropriate diseases / poisons e.g heavy (and im talking d6+1) stat minus that can accumulate to death. E.g get poisioned by 3 different plants and you could end up losing 21 con and dieing! (more of a 1E to 3E one here!)
5. Keeping Marching orders and making sure they map dungeons or ensuring they keep watch whilst sleeping. Really just trying to put the role play elemenats that came easy with 1E back into a much easier to use 3E class and balance concept
Do you think this could work guys? Has anyone tryed somthing similar / Has any advice?
Thanks in Advance!